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Chen, Sufen; Jamiatul Husnaini, Siti; Chen, Jing-Ju – International Journal of Science Education, 2020
This study investigated the time effect of cooperative games on students' emotions of learning science and the treatment effect on their chemistry achievement. This quasi-experimental study compared the use of cards, board games, and riddles, and the use of conventional paper-and-pencil exercises to learn the basics of chemical elements and…
Descriptors: Chemistry, Science Achievement, Science Instruction, Public Schools
Brassinne, Kristien; Reynders, Monique; Coninx, Karin; Guedens, Wanda – Journal of Chemical Education, 2020
This paper describes the development and implementation of GAPc, a gamification project in chemistry. GAPc is an online active student-centered remedial teaching tool allowing prospective and enrolled students to electronically assess their knowledge of basic and advanced chemistry concepts via different game levels of expertise. This provides…
Descriptors: Game Based Learning, Chemistry, Electronic Learning, Active Learning
Fumarco, Luca; Schultze, Gabriel – Education Economics, 2020
A large literature shows that relatively young students perform worse in class. Using data from the 'Health Behaviour in School Aged Children' international survey, we additionally find robust evidence that they are aware of performing poorly, they spend more time watching TV and less time doing sports than older peers, while tending to spend as…
Descriptors: Age Differences, Student Characteristics, Leisure Time, Time Management
Seitenov, Akhmetzhan S.; Aubakirova, Rakhila Zh.; Fominykh, Nataliia Iu.; ?elenko, Oxana G. – Journal of Social Studies Education Research, 2020
The purpose of this study was to experimentally test the impact of the author's Concept and the corresponding educational and methodological support on the technological development of the pedagogical process (based on teaching Fine Arts to pre-schoolers). Quantitative research methods like surveys, interviews, questionnaires, tests, tutor…
Descriptors: Technology Uses in Education, Preservice Teacher Education, Preschool Teachers, Student Teachers
Dredge, Rebecca; Chen, Shuang – Psychology in the Schools, 2020
Little is known about the social media use of online gamers compared with nongamers and whether the two forms of technology use manifest as the cumulative risk for relational and well-being outcomes in adolescents. Self-report data from 320 Chinese secondary school students (12-17 years) was collected for online gaming and social media use…
Descriptors: Computer Games, Computer Mediated Communication, Well Being, Social Media
Roux, Charl J.; Dasoo, Nazreen – South African Journal of Childhood Education, 2020
Background: Since the beginning of the new democratic era of 1994 in South Africa, human rights and values concerns have been placed on the forefront of educational research to respond to the needs of the South Africa's Constitution as well as the intentions of public school curricula. It is believed that qualified physical education teachers can…
Descriptors: Foreign Countries, Preservice Teachers, Student Attitudes, Values
Demirbas, Duysal; Timur Ogut, Sebnem – Turkish Online Journal of Distance Education, 2020
Today, industrial design education is faced with a new group of students who have met daily life technologies from a very early age. The transformations in educational environments are becoming more and more important for project-based and student-centered design education model. Understanding the needs and expectations of the changing student…
Descriptors: Electronic Learning, Game Based Learning, Expectation, Active Learning
Hasanudin, Cahyo; Fitrianingsih, Ayu – European Journal of Educational Research, 2020
This study aimed to describe seven indicators of students' verbal linguistic intelligence in reading subject. It used a qualitative research method. The subjects of this study were 30 students consisted of 9 male and 21 female students. They took the reading subject in the second semester of the first year. They were given a test of…
Descriptors: Verbal Ability, Intelligence, Content Analysis, Reading Ability
Follong, Berit M.; Prieto-Rodriguez, Elena; Miller, Andrew; Collins, Clare E.; Bucher, Tamara – International Journal of Research in Education and Science, 2020
Overweight and obesity prevalence in children has increased worldwide. One factor contributing to this rise is the increase in portion sizes, with individuals potentially having difficulties with portion size estimation. Portion size estimation could be improved with portion size education involving the mathematical concepts of volume and…
Descriptors: Teaching Methods, Mathematics Instruction, Nutrition, Foreign Countries
Nshimbi, Jacob C.; Serpell, Robert; Westerholm, Jari – South African Journal of Childhood Education, 2020
Background: Despite increased enrolments at primary schools in Zambia, more than half of the children in Grades 1-4 are unable to meet the required minimum standards for literacy. Aim: The study set out to examine the effects of using a phone-based mobile literacy game (Graphogame) to improve literacy skills in children and adults in rural family…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
Campe, Shannon; Denner, Jill; Green, Emily; Torres, David – Computer Science Education, 2020
Background and Context: Pair programming is used in classrooms to promote learning and engage a more diverse group of students in computing fields, but little is known about what it looks like in middle school. Objective: The aim of this study was to examine how programming pairs were interacting and about what. Method: Video, audio, and screen…
Descriptors: Cooperative Learning, Programming, Computer Science Education, Middle School Students
Fonseca, Maria da Conceição Ferreira Reis – ZDM: The International Journal on Mathematics Education, 2020
The diversity of vulnerability conditions, that have prevented children and adolescents from exercising their right to school education, also produces a diversity of cultural references of the public that comes to Basic Education programs for Youth and Adults in developing countries. This diversity often forges appropriation processes of numeracy…
Descriptors: Numeracy, Adult Basic Education, Syntax, Semantics
Terry, Marion; Malik, Amjad; Chohan, Bushra – Online Submission, 2020
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale questionnaire to assess the relationships among school experiences and video gaming and texting. Questions about video gaming and texting appeared with other questions about social relations, extra-curricular activities,…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
Dickinson, Paul – Research-publishing.net, 2020
This study explored participation by Japanese university English as a Foreign Language (EFL) learners in Computer Assisted Language Learning/Mobile Assisted Language Learning (CALL/MALL) vocabulary tasks through the lens of Complexity Theory (CT). CT, which studies how complex systems are influenced by changes in interconnected variables…
Descriptors: Student Participation, College Freshmen, Late Adolescents, Computer Assisted Instruction

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